Normal order: R > Q > W > E.
N/A
item / Rasio menang / Rasio pilih
N/A
26.9N/A
- Harga total
- 2,750
- Harga
- 450
+100 Ability Power +600 Mana +10 Ability Haste Echo Damaging Abilities fire 6 Echoes that deal bonus magic damage to the target and nearby enemies. Remaining Echoes fire on the primary target, dealing 20% damage.
- Harga total
- 1,100
- Harga
- 800
+12 Magic Penetration +45 Move Speed
- Harga total
- 2,800
- Harga
- 800
+90 Ability Power +15 Magic Penetration +6% Move Speed Stormraider Dealing 25% of a champion's maximum Health within 2.5s applies Squall to them. Squall After 2 seconds, deal magic damage. If the target dies before Squall triggers, it damages nearby enemies.
- Harga total
- 2,750
- Harga
- 450
+100 Ability Power +600 Mana +10 Ability Haste Echo Damaging Abilities fire 6 Echoes that deal bonus magic damage to the target and nearby enemies. Remaining Echoes fire on the primary target, dealing 20% damage.
- Harga total
- 1,100
- Harga
- 800
+12 Magic Penetration +45 Move Speed
- Harga total
- 3,200
- Harga
- 900
+110 Ability Power +15 Magic Penetration Cinderbloom Magic and true damage Critically Strikes enemies below +40% Health , dealing 20% increased damage.
- Harga total
- 2,750
- Harga
- 450
+100 Ability Power +600 Mana +10 Ability Haste Echo Damaging Abilities fire 6 Echoes that deal bonus magic damage to the target and nearby enemies. Remaining Echoes fire on the primary target, dealing 20% damage.
- Harga total
- 900
- Harga
- 350
+10 Ability Haste +45 Move Speed Ionian Insight: Gain 10 Summoner Spell Haste.
- Harga total
- 2,800
- Harga
- 800
+90 Ability Power +15 Magic Penetration +6% Move Speed Stormraider Dealing 25% of a champion's maximum Health within 2.5s applies Squall to them. Squall After 2 seconds, deal magic damage. If the target dies before Squall triggers, it damages nearby enemies.
N/Aitem
- Harga total
- 2,750
- Harga
- 450
+100 Ability Power +600 Mana +10 Ability Haste Echo Damaging Abilities fire 6 Echoes that deal bonus magic damage to the target and nearby enemies. Remaining Echoes fire on the primary target, dealing 20% damage.
46.98%- Harga total
- 1,100
- Harga
- 800
+12 Magic Penetration +45 Move Speed
46.74%- Harga total
- 3,200
- Harga
- 900
+110 Ability Power +15 Magic Penetration Cinderbloom Magic and true damage Critically Strikes enemies below +40% Health , dealing 20% increased damage.
45.99%- Harga total
- 2,800
- Harga
- 800
+90 Ability Power +15 Magic Penetration +6% Move Speed Stormraider Dealing 25% of a champion's maximum Health within 2.5s applies Squall to them. Squall After 2 seconds, deal magic damage. If the target dies before Squall triggers, it damages nearby enemies.
46.85%- Harga total
- 3,500
- Harga
- 1,100
+130 Ability Power Magical Opus: Increases your total Ability Power by 30%.
48.26%- Harga total
- 2,900
- Harga
- 450
+70 Ability Power +600 Mana +25 Ability Haste Awe Gain Ability Power equal to 1% bonus Mana. Manaflow (8s, max 5 charges) Landing Abilities grants 5 max Mana (doubled vs. champions). Transforms into Seraph's Embrace at 360 max Mana.
48.58%- Harga total
- 900
- Harga
- 350
+10 Ability Haste +45 Move Speed Ionian Insight: Gain 10 Summoner Spell Haste.
47.91%- Harga total
- 3,000
- Harga
- 450
+70 Ability Power +350 Health +25 Ability Haste +4% Move Speed Spelldance: Dealing magic or true damage to champions grants Move Speed for 4 seconds.
47.59%- Harga total
- 2,700
- Harga
- 650
+90 Ability Power +600 Mana +15 Ability Haste Scorn Gain 20 Ultimate Ability Haste. Hatefog Damaging a champion with your Ultimate burns the ground beneath them for 3s, dealing magic damage per second and reducing their Magic Resist.
47.03%- Harga total
- 3,000
- Harga
- 800
+60 Ability Power +300 Health Torment: Damaging Abilities burn enemies for 2% max Health magic damage per second for 3 seconds. Suffering: For each second in combat with enemy champions, deal 2% bonus damage, up to 6%.
46.57%- Harga total
- 3,000
- Harga
- 200
+75 Ability Power +30% Magic Penetration +20 Ability Haste Life from Death When a champion that you damaged within 3 seconds dies, a nova spreads from their corpse that heals.
48.11%- Harga total
- 2,700
- Harga
- 600
+75 Ability Power +25 Ability Haste Hypershot Dealing Ability damage to champions at 600 range or greater Reveals them for 6 seconds. Focus When Hypershot is triggered, Reveal all other enemy champions within 1400 range of them for 3 seconds.
47.23%N/A
- Harga total
- 150
- Harga
- 150
Active (2 charges) Restores +100 Health over 12 seconds. Refills upon visiting the shop.
46.97%- Harga total
- 1,200
- Harga
- 250
+40 Ability Power +300 Mana +10 Ability Haste Enlighten Levelling up restores 20% max Mana over 3 seconds.
46.97%- Harga total
- 1,200
- Harga
- 250
+40 Ability Power +300 Mana +10 Ability Haste Enlighten Levelling up restores 20% max Mana over 3 seconds.
49.28%- Harga total
- 300
- Harga
- 300
+300 Mana
48.22%- Harga total
- 400
- Harga
- 400
+20 Ability Power
48.22%- Harga total
- 250
- Harga
- 250
+5 Ability Haste
48.22%- Harga total
- 400
- Harga
- 400
+240 Mana Manaflow (8s, max 4 charges) Landing Abilities grants 3 max Mana (doubled vs. champions), up to 360. Helping Hand Attacks deal an additional 5 physical damage to minions.
48.22%Augment
Augment / Rasio menang
| Nama | Kelangkaan | Tier | Rasio pilih | Game | |
|---|---|---|---|---|---|
Pilih Shrink Engine saat efeknya cocok dengan pola damage, kebutuhan bertahan, dan peran teamfight. Lihat detail augment | Emas | T1 | 54.05% | 7.91% | 1,371 |
Pilih Transmute: Prismatic saat efeknya cocok dengan pola damage, kebutuhan bertahan, dan peran teamfight. Lihat detail augment | Emas | T1 | 53.18% | 7.90% | 1,369 |
Pilih Mind to Matter saat efeknya cocok dengan pola damage, kebutuhan bertahan, dan peran teamfight. Lihat detail augment | Perak | T1 | 52.47% | 7.11% | 1,233 |
Pilih Poro Blaster saat efeknya cocok dengan pola damage, kebutuhan bertahan, dan peran teamfight. Lihat detail augment | Emas | T1 | 52.40% | 7.56% | 1,311 |
Pilih Giant Slayer saat efeknya cocok dengan pola damage, kebutuhan bertahan, dan peran teamfight. Lihat detail augment | Prismatik | T1 | 50.88% | 6.25% | 1,083 |
Pilih Grandma's Chili Oil saat efeknya cocok dengan pola damage, kebutuhan bertahan, dan peran teamfight. Lihat detail augment | Emas | T1 | 50.79% | 12.81% | 2,221 |
Pilih Eureka saat efeknya cocok dengan pola damage, kebutuhan bertahan, dan peran teamfight. Lihat detail augment | Prismatik | T1 | 50.52% | 15.45% | 2,678 |
Pilih Bread And Butter saat efeknya cocok dengan pola damage, kebutuhan bertahan, dan peran teamfight. Lihat detail augment | Emas | T1 | 50.52% | 6.62% | 1,148 |
Pilih Executioner saat efeknya cocok dengan pola damage, kebutuhan bertahan, dan peran teamfight. Lihat detail augment | Emas | T1 | 49.43% | 9.59% | 1,663 |
Pilih Firefox saat efeknya cocok dengan pola damage, kebutuhan bertahan, dan peran teamfight. Lihat detail augment | Perak | T1 | 49.41% | 5.35% | 927 |
Pilih Keystone Conjurer saat efeknya cocok dengan pola damage, kebutuhan bertahan, dan peran teamfight. Lihat detail augment | Emas | T1 | 49.37% | 7.77% | 1,347 |
Pilih Witchful Thinking saat efeknya cocok dengan pola damage, kebutuhan bertahan, dan peran teamfight. Lihat detail augment | Perak | T1 | 49.31% | 10.45% | 1,811 |
Pilih Spiritual Purification saat efeknya cocok dengan pola damage, kebutuhan bertahan, dan peran teamfight. Lihat detail augment | Emas | T1 | 49.08% | 5.03% | 872 |
Pilih Weighted Popoffs saat efeknya cocok dengan pola damage, kebutuhan bertahan, dan peran teamfight. Lihat detail augment | Perak | T1 | 49.07% | 8.36% | 1,449 |
Pilih From Beginning to End saat efeknya cocok dengan pola damage, kebutuhan bertahan, dan peran teamfight. Lihat detail augment | Emas | T1 | 48.60% | 6.60% | 1,144 |
Pilih Infernal Conduit saat efeknya cocok dengan pola damage, kebutuhan bertahan, dan peran teamfight. Lihat detail augment | Prismatik | T1 | 48.09% | 5.45% | 944 |
Pilih Thread the Needle saat efeknya cocok dengan pola damage, kebutuhan bertahan, dan peran teamfight. Lihat detail augment | Emas | T1 | 48.08% | 7.22% | 1,252 |
Pilih Ice Cold saat efeknya cocok dengan pola damage, kebutuhan bertahan, dan peran teamfight. Lihat detail augment | Perak | T1 | 48.05% | 5.49% | 951 |
Pilih Recursion saat efeknya cocok dengan pola damage, kebutuhan bertahan, dan peran teamfight. Lihat detail augment | Emas | T1 | 48.01% | 6.81% | 1,181 |
Pilih Phenomenal Evil saat efeknya cocok dengan pola damage, kebutuhan bertahan, dan peran teamfight. Lihat detail augment | Emas | T1 | 47.85% | 13.00% | 2,253 |
Pilih Void Rift saat efeknya cocok dengan pola damage, kebutuhan bertahan, dan peran teamfight. Lihat detail augment | Prismatik | T1 | 47.84% | 6.67% | 1,156 |
Pilih Slap Around saat efeknya cocok dengan pola damage, kebutuhan bertahan, dan peran teamfight. Lihat detail augment | Perak | T1 | 47.73% | 10.56% | 1,831 |
Pilih Jeweled Gauntlet saat efeknya cocok dengan pola damage, kebutuhan bertahan, dan peran teamfight. Lihat detail augment | Prismatik | T1 | 47.72% | 9.24% | 1,601 |
Pilih Magic Missile saat efeknya cocok dengan pola damage, kebutuhan bertahan, dan peran teamfight. Lihat detail augment | Emas | T1 | 47.54% | 15.39% | 2,667 |
Pilih Bread And Jam saat efeknya cocok dengan pola damage, kebutuhan bertahan, dan peran teamfight. Lihat detail augment | Emas | T1 | 47.00% | 5.67% | 983 |
Pilih ADAPt saat efeknya cocok dengan pola damage, kebutuhan bertahan, dan peran teamfight. Lihat detail augment | Perak | T1 | 46.78% | 5.64% | 977 |
Pilih Hat on a Hat saat efeknya cocok dengan pola damage, kebutuhan bertahan, dan peran teamfight. Lihat detail augment | Perak | T1 | 45.86% | 5.22% | 905 |
Pilih Cruelty saat efeknya cocok dengan pola damage, kebutuhan bertahan, dan peran teamfight. Lihat detail augment | Prismatik | T1 | 44.86% | 5.05% | 876 |
Pilih Ocean Soul saat efeknya cocok dengan pola damage, kebutuhan bertahan, dan peran teamfight. Lihat detail augment | Perak | T2 | 57.24% | 2.55% | 442 |
Pilih Biggest Snowball Ever saat efeknya cocok dengan pola damage, kebutuhan bertahan, dan peran teamfight. Lihat detail augment | Prismatik | T2 | 57.18% | 2.13% | 369 |
Pilih Buff Buddies saat efeknya cocok dengan pola damage, kebutuhan bertahan, dan peran teamfight. Lihat detail augment | Perak | T2 | 56.98% | 3.06% | 530 |
Pilih Stats! saat efeknya cocok dengan pola damage, kebutuhan bertahan, dan peran teamfight. Lihat detail augment | Perak | T2 | 55.97% | 2.32% | 402 |
Pilih Infinite Recursion saat efeknya cocok dengan pola damage, kebutuhan bertahan, dan peran teamfight. Lihat detail augment | Prismatik | T2 | 55.93% | 2.72% | 472 |
Pilih Perseverance saat efeknya cocok dengan pola damage, kebutuhan bertahan, dan peran teamfight. Lihat detail augment | Emas | T2 | 55.87% | 2.65% | 460 |
Pilih Cheating saat efeknya cocok dengan pola damage, kebutuhan bertahan, dan peran teamfight. Lihat detail augment | Emas | T2 | 55.53% | 2.40% | 416 |
Pilih Transmute: Gold saat efeknya cocok dengan pola damage, kebutuhan bertahan, dan peran teamfight. Lihat detail augment | Perak | T2 | 53.94% | 3.73% | 647 |
Pilih Transmute: Chaos saat efeknya cocok dengan pola damage, kebutuhan bertahan, dan peran teamfight. Lihat detail augment | Prismatik | T2 | 53.33% | 2.86% | 495 |
Pilih Skilled Sniper saat efeknya cocok dengan pola damage, kebutuhan bertahan, dan peran teamfight. Lihat detail augment | Emas | T2 | 53.15% | 2.56% | 444 |
Pilih Homeguard saat efeknya cocok dengan pola damage, kebutuhan bertahan, dan peran teamfight. Lihat detail augment | Perak | T2 | 52.62% | 2.09% | 363 |
Pilih Red Envelopes saat efeknya cocok dengan pola damage, kebutuhan bertahan, dan peran teamfight. Lihat detail augment | Emas | T2 | 51.65% | 3.84% | 666 |
Pilih Big Brain saat efeknya cocok dengan pola damage, kebutuhan bertahan, dan peran teamfight. Lihat detail augment | Emas | T2 | 51.59% | 4.17% | 723 |
Pilih Stats on Stats! saat efeknya cocok dengan pola damage, kebutuhan bertahan, dan peran teamfight. Lihat detail augment | Emas | T2 | 51.43% | 4.24% | 735 |
Pilih Pinball saat efeknya cocok dengan pola damage, kebutuhan bertahan, dan peran teamfight. Lihat detail augment | Emas | T2 | 50.87% | 2.65% | 460 |
Pilih Speed Demon saat efeknya cocok dengan pola damage, kebutuhan bertahan, dan peran teamfight. Lihat detail augment | Perak | T2 | 49.91% | 3.37% | 585 |
Pilih Quest: Wooglet's Witchcap saat efeknya cocok dengan pola damage, kebutuhan bertahan, dan peran teamfight. Lihat detail augment | Prismatik | T2 | 49.59% | 4.22% | 732 |
Pilih Feel the Burn saat efeknya cocok dengan pola damage, kebutuhan bertahan, dan peran teamfight. Lihat detail augment | Prismatik | T2 | 49.01% | 2.04% | 353 |
Pilih Soul Eater saat efeknya cocok dengan pola damage, kebutuhan bertahan, dan peran teamfight. Lihat detail augment | Emas | T2 | 48.94% | 4.07% | 705 |
Pilih Laser Heal saat efeknya cocok dengan pola damage, kebutuhan bertahan, dan peran teamfight. Lihat detail augment | Prismatik | T2 | 48.85% | 2.76% | 479 |
Pilih Rabble Rousing saat efeknya cocok dengan pola damage, kebutuhan bertahan, dan peran teamfight. Lihat detail augment | Emas | T2 | 48.83% | 3.70% | 641 |
Pilih With Haste saat efeknya cocok dengan pola damage, kebutuhan bertahan, dan peran teamfight. Lihat detail augment | Emas | T2 | 48.81% | 2.67% | 463 |
Pilih Snowball Upgrade saat efeknya cocok dengan pola damage, kebutuhan bertahan, dan peran teamfight. Lihat detail augment | Emas | T2 | 48.80% | 2.87% | 498 |
Pilih Divine Intervention saat efeknya cocok dengan pola damage, kebutuhan bertahan, dan peran teamfight. Lihat detail augment | Emas | T2 | 48.64% | 2.34% | 405 |
Pilih Marksmage saat efeknya cocok dengan pola damage, kebutuhan bertahan, dan peran teamfight. Lihat detail augment | Emas | T2 | 48.24% | 2.45% | 425 |
Pilih Celestial Body saat efeknya cocok dengan pola damage, kebutuhan bertahan, dan peran teamfight. Lihat detail augment | Emas | T2 | 48.01% | 1.89% | 327 |
Pilih Bread And Cheese saat efeknya cocok dengan pola damage, kebutuhan bertahan, dan peran teamfight. Lihat detail augment | Emas | T2 | 47.55% | 2.12% | 368 |
Pilih Snowball Roulette saat efeknya cocok dengan pola damage, kebutuhan bertahan, dan peran teamfight. Lihat detail augment | Emas | T2 | 47.10% | 2.29% | 397 |
Pilih Donation saat efeknya cocok dengan pola damage, kebutuhan bertahan, dan peran teamfight. Lihat detail augment | Emas | T2 | 46.94% | 3.11% | 539 |
Pilih Apex Inventor saat efeknya cocok dengan pola damage, kebutuhan bertahan, dan peran teamfight. Lihat detail augment | Emas | T2 | 46.64% | 2.49% | 431 |
Pilih Upgrade Zhonya saat efeknya cocok dengan pola damage, kebutuhan bertahan, dan peran teamfight. Lihat detail augment | Perak | T2 | 46.31% | 3.75% | 650 |
Pilih Impassable saat efeknya cocok dengan pola damage, kebutuhan bertahan, dan peran teamfight. Lihat detail augment | Emas | T2 | 45.92% | 2.61% | 453 |
Pilih Twin Fire saat efeknya cocok dengan pola damage, kebutuhan bertahan, dan peran teamfight. Lihat detail augment | Perak | T2 | 44.31% | 3.80% | 659 |
Pilih Critical Missile saat efeknya cocok dengan pola damage, kebutuhan bertahan, dan peran teamfight. Lihat detail augment | Emas | T2 | 42.28% | 3.40% | 589 |
Pilih Juiced saat efeknya cocok dengan pola damage, kebutuhan bertahan, dan peran teamfight. Lihat detail augment | Perak | T3 | 58.77% | 1.32% | 228 |
Pilih Escape Plan saat efeknya cocok dengan pola damage, kebutuhan bertahan, dan peran teamfight. Lihat detail augment | Perak | T3 | 56.08% | 0.85% | 148 |
Pilih Ultimate Awakening saat efeknya cocok dengan pola damage, kebutuhan bertahan, dan peran teamfight. Lihat detail augment | Prismatik | T3 | 53.82% | 1.51% | 262 |
Pilih Ultimate Revolution saat efeknya cocok dengan pola damage, kebutuhan bertahan, dan peran teamfight. Lihat detail augment | Prismatik | T3 | 53.73% | 1.86% | 322 |
Pilih Veil of Warding saat efeknya cocok dengan pola damage, kebutuhan bertahan, dan peran teamfight. Lihat detail augment | Perak | T3 | 50.66% | 0.88% | 152 |
Pilih Restless Restoration saat efeknya cocok dengan pola damage, kebutuhan bertahan, dan peran teamfight. Lihat detail augment | Emas | T3 | 50.58% | 1.49% | 259 |
Pilih Leg Day saat efeknya cocok dengan pola damage, kebutuhan bertahan, dan peran teamfight. Lihat detail augment | Perak | T3 | 50.41% | 1.40% | 242 |
Pilih Tank Engine saat efeknya cocok dengan pola damage, kebutuhan bertahan, dan peran teamfight. Lihat detail augment | Emas | T3 | 50.38% | 1.50% | 260 |
Pilih Watch Out Grapefruit saat efeknya cocok dengan pola damage, kebutuhan bertahan, dan peran teamfight. Lihat detail augment | Prismatik | T3 | 49.76% | 1.19% | 207 |
Pilih Pandora's Box saat efeknya cocok dengan pola damage, kebutuhan bertahan, dan peran teamfight. Lihat detail augment | Prismatik | T3 | 49.68% | 1.80% | 312 |
Pilih Adamant saat efeknya cocok dengan pola damage, kebutuhan bertahan, dan peran teamfight. Lihat detail augment | Perak | T3 | 49.21% | 1.10% | 191 |
Pilih Nightstalking saat efeknya cocok dengan pola damage, kebutuhan bertahan, dan peran teamfight. Lihat detail augment | Emas | T3 | 49.18% | 1.41% | 244 |
Pilih Vulnerability saat efeknya cocok dengan pola damage, kebutuhan bertahan, dan peran teamfight. Lihat detail augment | Emas | T3 | 48.52% | 1.37% | 237 |
Pilih Goldrend saat efeknya cocok dengan pola damage, kebutuhan bertahan, dan peran teamfight. Lihat detail augment | Prismatik | T3 | 48.39% | 0.89% | 155 |
Pilih Tormentor saat efeknya cocok dengan pola damage, kebutuhan bertahan, dan peran teamfight. Lihat detail augment | Perak | T3 | 48.17% | 1.10% | 191 |
Pilih Vampirism saat efeknya cocok dengan pola damage, kebutuhan bertahan, dan peran teamfight. Lihat detail augment | Emas | T3 | 47.84% | 1.47% | 255 |
Pilih It's Critical saat efeknya cocok dengan pola damage, kebutuhan bertahan, dan peran teamfight. Lihat detail augment | Emas | T3 | 47.40% | 1.00% | 173 |
Pilih Stats on Stats on Stats! saat efeknya cocok dengan pola damage, kebutuhan bertahan, dan peran teamfight. Lihat detail augment | Prismatik | T3 | 47.35% | 1.41% | 245 |
Pilih Ominous Pact saat efeknya cocok dengan pola damage, kebutuhan bertahan, dan peran teamfight. Lihat detail augment | Prismatik | T3 | 47.09% | 0.99% | 172 |
Pilih Glass Cannon saat efeknya cocok dengan pola damage, kebutuhan bertahan, dan peran teamfight. Lihat detail augment | Prismatik | T3 | 46.93% | 1.03% | 179 |
Pilih Critical Healing saat efeknya cocok dengan pola damage, kebutuhan bertahan, dan peran teamfight. Lihat detail augment | Emas | T3 | 46.90% | 0.84% | 145 |
Pilih OK Boomerang saat efeknya cocok dengan pola damage, kebutuhan bertahan, dan peran teamfight. Lihat detail augment | Emas | T3 | 45.99% | 1.58% | 274 |
Pilih Zealot saat efeknya cocok dengan pola damage, kebutuhan bertahan, dan peran teamfight. Lihat detail augment | Perak | T3 | 45.39% | 0.88% | 152 |
Pilih Searing Dawn saat efeknya cocok dengan pola damage, kebutuhan bertahan, dan peran teamfight. Lihat detail augment | Emas | T3 | 44.75% | 1.48% | 257 |
Pilih Droppybara saat efeknya cocok dengan pola damage, kebutuhan bertahan, dan peran teamfight. Lihat detail augment | Prismatik | T3 | 43.57% | 0.81% | 140 |
Pilih Tap Dancer saat efeknya cocok dengan pola damage, kebutuhan bertahan, dan peran teamfight. Lihat detail augment | Prismatik | T3 | 43.32% | 1.08% | 187 |
Pilih Light 'em Up! saat efeknya cocok dengan pola damage, kebutuhan bertahan, dan peran teamfight. Lihat detail augment | Perak | T3 | 42.42% | 0.95% | 165 |
Pilih Hextech Soul saat efeknya cocok dengan pola damage, kebutuhan bertahan, dan peran teamfight. Lihat detail augment | Perak | T3 | 42.36% | 1.17% | 203 |
Pilih Holy Snowball saat efeknya cocok dengan pola damage, kebutuhan bertahan, dan peran teamfight. Lihat detail augment | Prismatik | T3 | 41.73% | 0.80% | 139 |
Pilih Infernal Soul saat efeknya cocok dengan pola damage, kebutuhan bertahan, dan peran teamfight. Lihat detail augment | Perak | T3 | 41.36% | 1.27% | 220 |
Pilih It's Killing Time saat efeknya cocok dengan pola damage, kebutuhan bertahan, dan peran teamfight. Lihat detail augment | Emas | T3 | 40.70% | 0.99% | 172 |
Pilih Purist - Caster saat efeknya cocok dengan pola damage, kebutuhan bertahan, dan peran teamfight. Lihat detail augment | Perak | T3 | 38.65% | 0.94% | 163 |
Pilih Missing Ping Augment saat efeknya cocok dengan pola damage, kebutuhan bertahan, dan peran teamfight. Lihat detail augment | Prismatik | T4 | 59.46% | 0.64% | 111 |
Pilih Mad Scientist saat efeknya cocok dengan pola damage, kebutuhan bertahan, dan peran teamfight. Lihat detail augment | Prismatik | T4 | 55.32% | 0.54% | 94 |
Pilih Don't Blink saat efeknya cocok dengan pola damage, kebutuhan bertahan, dan peran teamfight. Lihat detail augment | Perak | T4 | 55.21% | 0.55% | 96 |
Pilih Goredrink saat efeknya cocok dengan pola damage, kebutuhan bertahan, dan peran teamfight. Lihat detail augment | Perak | T4 | 54.90% | 0.29% | 51 |
Pilih Ultimate Unstoppable saat efeknya cocok dengan pola damage, kebutuhan bertahan, dan peran teamfight. Lihat detail augment | Perak | T4 | 54.39% | 0.33% | 57 |
Pilih Growth Spurt saat efeknya cocok dengan pola damage, kebutuhan bertahan, dan peran teamfight. Lihat detail augment | Emas | T4 | 53.79% | 0.76% | 132 |
Pilih Dropkick saat efeknya cocok dengan pola damage, kebutuhan bertahan, dan peran teamfight. Lihat detail augment | Prismatik | T4 | 52.81% | 0.51% | 89 |
Pilih Quest: Urf's Champion saat efeknya cocok dengan pola damage, kebutuhan bertahan, dan peran teamfight. Lihat detail augment | Prismatik | T4 | 52.70% | 0.43% | 74 |
Pilih Firebrand saat efeknya cocok dengan pola damage, kebutuhan bertahan, dan peran teamfight. Lihat detail augment | Emas | T4 | 52.43% | 0.59% | 103 |
Pilih Soul Siphon saat efeknya cocok dengan pola damage, kebutuhan bertahan, dan peran teamfight. Lihat detail augment | Emas | T4 | 50.63% | 0.46% | 79 |
Pilih Flashy saat efeknya cocok dengan pola damage, kebutuhan bertahan, dan peran teamfight. Lihat detail augment | Emas | T4 | 50.47% | 0.62% | 107 |
Pilih Omni Soul saat efeknya cocok dengan pola damage, kebutuhan bertahan, dan peran teamfight. Lihat detail augment | Prismatik | T4 | 49.06% | 0.61% | 106 |
Pilih Guilty Pleasure saat efeknya cocok dengan pola damage, kebutuhan bertahan, dan peran teamfight. Lihat detail augment | Perak | T4 | 48.42% | 0.55% | 95 |
Pilih Tank It Or Leave It saat efeknya cocok dengan pola damage, kebutuhan bertahan, dan peran teamfight. Lihat detail augment | Perak | T4 | 46.43% | 0.32% | 56 |
Pilih Trueshot Prodigy saat efeknya cocok dengan pola damage, kebutuhan bertahan, dan peran teamfight. Lihat detail augment | Prismatik | T4 | 46.34% | 0.71% | 123 |
Pilih Goliath saat efeknya cocok dengan pola damage, kebutuhan bertahan, dan peran teamfight. Lihat detail augment | Prismatik | T4 | 46.25% | 0.46% | 80 |
Pilih Erosion saat efeknya cocok dengan pola damage, kebutuhan bertahan, dan peran teamfight. Lihat detail augment | Perak | T4 | 45.35% | 0.50% | 86 |
Pilih Kill Secured saat efeknya cocok dengan pola damage, kebutuhan bertahan, dan peran teamfight. Lihat detail augment | Perak | T4 | 45.31% | 0.37% | 64 |
Pilih Frost Wraith saat efeknya cocok dengan pola damage, kebutuhan bertahan, dan peran teamfight. Lihat detail augment | Perak | T4 | 44.57% | 0.53% | 92 |
Pilih Quantum Computing saat efeknya cocok dengan pola damage, kebutuhan bertahan, dan peran teamfight. Lihat detail augment | Prismatik | T4 | 44.44% | 0.52% | 90 |
Pilih Self Destruct saat efeknya cocok dengan pola damage, kebutuhan bertahan, dan peran teamfight. Lihat detail augment | Perak | T4 | 44.04% | 0.63% | 109 |
Pilih Repulsor saat efeknya cocok dengan pola damage, kebutuhan bertahan, dan peran teamfight. Lihat detail augment | Perak | T4 | 43.00% | 0.58% | 100 |
Pilih Dawnbringer's Resolve saat efeknya cocok dengan pola damage, kebutuhan bertahan, dan peran teamfight. Lihat detail augment | Emas | T4 | 42.53% | 0.50% | 87 |
Pilih Dive Bomber saat efeknya cocok dengan pola damage, kebutuhan bertahan, dan peran teamfight. Lihat detail augment | Perak | T4 | 40.63% | 0.74% | 128 |
Pilih Clown College saat efeknya cocok dengan pola damage, kebutuhan bertahan, dan peran teamfight. Lihat detail augment | Prismatik | T4 | 38.33% | 0.35% | 60 |
Pilih Quest: Steel Your Heart saat efeknya cocok dengan pola damage, kebutuhan bertahan, dan peran teamfight. Lihat detail augment | Emas | T4 | 38.10% | 0.48% | 84 |
Pilih Ethereal Weapon saat efeknya cocok dengan pola damage, kebutuhan bertahan, dan peran teamfight. Lihat detail augment | Emas | T4 | 37.59% | 0.77% | 133 |
Pilih Poro King saat efeknya cocok dengan pola damage, kebutuhan bertahan, dan peran teamfight. Lihat detail augment | Prismatik | T4 | 35.48% | 0.36% | 62 |
Zilean Skill Combos
Extracted from the skill order guide
Swap to R > Q > E > W when the fight is being decided by movement, not by poke cycles.
Put points into R whenever it is available, max Q first, max W second, and leave E for last unless the game is clearly asking for stronger peel or chase.
Zilean Team Comp Highlights
Partner patterns extracted from the team comp guide
Team functions Zilean needs most
Reliable initiation: Zilean can enable an engage, but he should not be the only way a fight starts. He needs teammates who can force enemies to stand in bomb zones or burn mobility before he commits.
Zilean ARAM Mayhem vs ARAM
Key mode differences extracted from the ARAM comparison guide
| Focus | Normal ARAM | ARAM: Mayhem | Takeaway |
|---|---|---|---|
| Role and Skill Priority | Zilean acts as a poke and disengage specialist, hanging back to fish for double bomb stuns while holding his ultimate for inevitable dives. | Passive play is a liability due to high damage; Time Warp becomes the most impactful spell for helping allies dodge chaotic burst. | Shift from poke dealer to speed-boosting utility engine or get run over. |
| Fight Tempo and Pacing | A laning phase exists where you poke enemies down before engaging, and you might hold abilities to guarantee perfect stun setups. | Fighting starts at level three and never stops; holding abilities is inefficient as fights are decided in seconds. | Spam abilities constantly to create chaos rather than waiting for perfect setups. |
| Ultimate Usage | Players often save Chronoshift for the last possible second to maximize the heal value on diving targets. | Burst damage is so high that waiting is often too late; use R early on dove targets to create a psychological trap. | Cast ultimate early rather than risking it being too late. |
| Teamfight Positioning | Zilean creates a safety zone that enemies respect, allowing him to isolate for long-range bombs without immediate threat. | Enemies ignore threat zones with gap-closers and damage multipliers; isolating yourself is a death sentence. | Stay close to allies to cast speed boosts instantly when fights break out. |
| Snowball Usage | Snowball is used mostly for vision or quick escape since Zilean is squishy and cannot follow up on marks. | Snowball becomes an aggressive positioning tool to bridge gaps safely for crucial speed boosts or point-blank stuns. | Use Snowball actively to fix spacing rather than saving it. |
Champion Analysis
Peran / Rasio menang
Zilean the Chronokeeper functions as a strategically valuable support champion in ARAM: Mayhem, distinguished by his unique time manipulation abilities and ally resurrection capability. His exceptional speed boost and slow mechanics, combined with the power to revive fallen teammates, make him extraordinarily strong at protecting key allies and turning teamfights in his team's favor. In ARAM, Zilean operates as a support and buffing champion. His core advantage centers on Time Bomb, which places a timed explosive on a target that detonates for area-of-effect damage. Rewind reduces all of Zilean's cooldowns, enabling more frequent ability usage. Time Warp provides dual functionality by speeding up allies or slowing enemies. Chronoshift grants a revival effect to allies, representing one of the most unique abilities available in the ARAM format. Zilean's ultimate ability stands as his defining strategic asset. During teamfights, he should prioritize casting Chronoshift on the ally the enemy most wants to kill, such as the ADC or mage, ensuring they revive after death. This resurrection mechanic creates significant swing potential in extended engagements and allows key damage dealers to play more aggressively. The classic ARAM combo for Zilean follows the Q-E-Q pattern. He places a bomb with his first Q, applies a slow with E, then places a second Q, causing both bombs to explode simultaneously for double damage. This combo maximizes his damage output while the slow ensures the target remains within the blast radius. Time Warp serves multiple strategic purposes beyond the combo, boosting diving allies during offensive pushes or slowing chasing enemies during retreats. Zilean's strengths include his unique revival ultimate, the dual-purpose speed and slow on his E, area-of-effect damage on his Q, and practical cooldown reduction from W. However, he suffers from notable weaknesses. He is fragile and lacks mobility, making him vulnerable to assassination. His damage output is extremely low compared to other champions. His Time Bomb requires prediction to land effectively, as opponents can dodge the delayed explosion. These weaknesses position him firmly as a utility-focused support rather than a damage dealer. Zilean's practical strategic value lies in his ability to enable teammates through speed boosts, protect high-priority targets with slows and resurrection, and contribute consistent area damage through his bomb mechanics. His success depends on proper positioning to stay safe while delivering utility, accurate prediction for bomb placement, and smart decision-making regarding which ally receives the revival buff during critical teamfight moments.
Tips utama
Blog panduan / N/A
Zilean wins ARAM: Mayhem fights by forcing enemies into bad commitments rather than playing as a pure backline poke mage. His highest value comes from placing bombs where enemies must walk, speeding the right ally at the exact engage moment, and saving his ultimate until the enemy has already spent real damage. Using everything to annoy the frontline leaves carries unprotected against strong dive teams. Start fights through movement, not blind bombs. Speed your bruiser, tank, or assassin before they cross the danger line, forcing panic movement that makes bomb placement easier. Bomb the place enemies want to stand, typically the minion wave, choke edges, or space behind their frontline. Throwing bombs directly at moving carries from max range gives them too much time to sidestep. Use double-bomb pressure when enemies are already restricted by slows, terrain, tower pressure, or minions. Throwing the combo into open space with no setup burns your key threat and invites counter-engage. Hold speed or slow for the second enemy mover. Many fights have one obvious engager and one follow-up threat. Spending everything on the first tank lets the assassin or bruiser behind them reach your carry freely. Place bombs on your own carry when melee champions dive them, turning the diver's commitment into a punish window. Ultimate after commitment, not at first contact. Wait until enemies have used gap closers, burst, or crowd control and are truly trying to finish the kill. Protect the champion who can still win the fight, not whoever drops low first. Stand offset from your carries, not stacked on them. Zilean needs to be close enough to speed, slow, and ult, but stacking invites multi-target damage and engage. Use lane walls to make bomb dodging harder for enemies, but do not pin yourself there. When retreating, slow the closest threat before speeding yourself if they already have contact. Do not throw both bombs while running unless enemies are forced to chase through them. Bomb immobile damage dealers when they step up, but slow mobile divers first. Ignore the tank unless they are the bridge to the backline. Track who can kill through revive pressure and prepare to speed the revived ally away or place bombs on the body area. Use Snowball as a follow-up tool, not a default engage. Zilean is fragile when landing alone. Snowball can reposition for an ultimate, but only if the landing is safe. Play around what your augments ask, but do not force bad habits for triggers. Use minion waves and choke fights to stack value safely. Trigger combat augments during enemy commitment windows when spells are more likely to connect. If an augment needs takedown momentum, stay alive over chasing. Push waves to create space for poke or tower damage, and pull waves when waiting for key tools. Dive only when ultimate and movement control can cover the exit, bombing the revive area or enemy escape path. When behind, shorten fights rather than chasing. Clear waves, punish oversteps, and use speed defensively. Stop spending ultimate to save doomed side fights. Use bombs as zoning more than damage, placing them on waves, choke entrances, and escape routes. Reset spacing after every spell rotation, as Zilean is vulnerable when his control is down. The clean Zilean game is patient and annoying, making enemies walk where they do not want to walk and making their first kill attempt fail.
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N/A / Augment
Zilean the Chronokeeper approaches Mayhem fights as a tempo controller who wins by making enemy engages fail rather than by leading the charge himself. The early game demands patience and positioning behind the front line, slightly off the center of the wave. Zilean forces enemies into difficult choices between dodging bombs and walking into teammates. Standing on top of carries invites disaster, since a single enemy Snowball can hit both champions and create free engage opportunities. Early bomb placement should target enemies locked into last-hits, moving through minions, or following their own engage. Tagging minions near the enemy backline turns the wave into a delivery system for pressure without risking direct exposure. Double-bomb stun windows appear after allied crowd control, enemy dashes, or when opponents are trapped between walls and minion waves. Chasing stuns too far forward turns Zilean into the target. Snowball serves as a defensive and setup tool early, not a blind engage button. Landing it on a low-health target allows a follow-up only after bombs are placed or speed boost is available. If the team is weaker early, holding Snowball to punish divers landing on the backline creates better outcomes than forcing engages. Augment choices should solve immediate problems first, whether mana sustainability, defensive triggers against divers, or damage options when the team already provides engage and peel. Pushing works when the team has safe waveclear and the enemy lacks strong engage from fog, while stalling is correct against hard engage, hook threats, or fast Snowball follow-up. The mid-game shifts toward turning enemy dives into bad trades. Positioning must allow support spells to reach both carry and front line while staying far enough back that the enemy cannot hit Zilean and the revive target with the same engage. Poke operates in cycles: bomb, step back while enemies look to punish, then re-enter when the team is ready to trade. Ultimate discipline means using revive on teammates who will actually be focused or can re-enter the fight afterward. Enemies baiting with light poke require real commitment before Zilean spends his strongest answer. Late game positioning makes Zilean a priority target regardless of damage output. Standing behind the champion the enemy least wants to engage through keeps options open. Side angles work only when they allow safe bomb placement on chokes without cutting off access to the revive target. Poke forces bad timing by bombing waves before enemies group cleanly and threatening double bombs when they stack near minions. The revive target should be decided before the fight starts, defaulting to the champion carrying damage, resets, or frontline control. Late Snowball becomes dangerous because one bad follow removes the ultimate from the fight entirely. The core discipline across all stages asks three questions before each late fight: who must live, who is allowed to bait, and where will the enemy land if they engage. Standing where all three can be answered allows Zilean to turn Mayhem fights from instant chaos into situations the team can actually play.
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Rasio menang / Rasio pilih
Zilean the Chronokeeper excels as a tempo controller who transforms advantages into sustained pressure and disadvantages into recovery opportunities. When ahead, Zilean shifts from passive backline support to an aggressive space-denial force. The lead is maximized by forcing enemies to navigate through bombs to reach the wave, creating lose-lose scenarios where they must choose between conceding ground, absorbing poke, or clumping into stun setups. Speed boosts applied to engagers before they commit allow allies to arrive faster than enemies anticipate, turning small positional mistakes into forced fights. Ahead-state Zilean must prioritize ultimate usage carefully. Saving the ultimate for the fed carry preserves the lead, while using it recklessly on bad fights can squander advantages instantly. Positioning close enough to ult key targets but far enough to avoid being caught in the same engage prevents catastrophic resets. Augments that provide haste, utility, or defensive stats should make leads repeatable rather than encouraging reckless plays. Movement augments specifically help teams enter and kite together but become dangerous when they tempt solo chases. The ahead-state throw risks are significant. Using ultimate as justification for bad fights ignores that resurrection cannot fix split teams or out-of-range damage. Bombing predictable locations against mobile enemies wastes cooldowns as opponents hold dashes specifically for the second bomb. Chasing past waves without vision of enemy respawns or engage tools invites shutdowns that erase leads. When behind, Zilean transitions from tempo bully to denial specialist. The priority becomes buying time, protecting the highest-damage teammate, and forcing enemies to overcommit into bombs, slows, and resurrection. Wave control takes precedence over hero plays on backlines. Clearing minions forces enemies to choose between hitting turrets without wave support or stepping into crowd control zones. Behind-state positioning requires staying closer to the carry than the frontline, using slows and speed at the moment enemies commit rather than after the carry dies. Ultimate timing becomes critical: too early allows enemies to swap targets or wait, while too late loses the fight entirely. Teams with one scaling carry should treat that player as the win condition, sometimes letting low-value targets die to preserve ultimate for the carry who can clean up. Defensive and cooldown-focused augments address Zilean's behind-state weakness where saved targets still need space after resurrection. These augments help resurrected allies survive follow-up damage or allow faster reapplication of speed and slows for escorts. Offensive augments should shift play toward counter-engage damage rather than attempted face-tanking. Unrecoverable behind-state mistakes include standing in line with ultimate targets, which risks both being caught by the same engage. Max-range bombs against superior engage teams create punish windows with no stun threat or wave control. Reviving allies in uncontested spaces feeds second deaths and removes defensive tools. Patience remains essential: Zilean wins recovery fights by making enemies commit first, then speeding teams into their first real mistake.
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Champion / Peran
Zilean the Chronokeeper serves as an experience engine and utility specialist in ARAM: Mayhem, where the accelerated game pace transforms his passive from a slow-building resource into a decisive early-game weapon. Time in a Bottle fills rapidly in this mode, allowing Zilean to gift bonus experience to himself or allies at critical moments. The strategic value lies in timing these payouts to create level advantages before the enemy can respond. A well-timed experience gift to a strong engage ally often yields free kills, while sitting on stored experience too long wastes the tool that helps break the early snowball curve. Time Bomb defines Zilean's laning presence and peel capability. The bomb sticks to any unit and detonates after a delay, but placing a second bomb on an already-marked target triggers an immediate detonation and stun. This double-tap mechanic becomes spam-worthy in Mayhem due to reduced cooldowns. Single bombs force enemies off health relics or create zone pressure when stuck to dying minions. The classic Q-Q sequence delivers an instant stun for setting up kills or stopping divers. Missing the first bomb and panic-throwing the second wastes both pressure and crowd control, leaving the team vulnerable to engage for several seconds. Time Warp resets the cooldowns of Q and E, enabling rapid ability chains. The core loop of Q-W-Q delivers an instant stun on unbombed targets. In teamfights, this ability becomes a utility engine for chaining speed boosts across multiple allies. Wasting W without a plan breaks combo chains and leaves Zilean vulnerable, making it critical to have a reset strategy before pressing the button. The speed and slow ability on E flips chases and escapes by drastically altering movement speed. Slowing melee divers like Jax or Darius can completely shut down their engage angles, while speeding frontline allies helps them close gaps instantly. Misuse occurs when speeding allies already escaping or slowing tanks already in melee range, which wastes the cooldown without impact. Chronoshift places a protective rune that revives an ally upon taking lethal damage. The reduced cooldown in Mayhem allows aggressive use on engaging tanks rather than conservative saves for carries. The ability creates zones of denial around towers and low-health allies, as enemies risk turning dives into suicides. The most common mistake is waiting too long; hesitation that lets an ally die before the cast lands wastes the most powerful tool in Zilean's kit. Pre-emptive self-casting becomes essential when burst is incoming, since stunned Zilean cannot reactively ult himself.
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Zilean wins Mayhem fights by making one enemy stand in the wrong place and one ally refuse to die at the worst possible time. Most bad Zilean games come from wasting bombs before the fight is real, ulting too late, or speeding the wrong target. Mechanical mistakes often begin with throwing bombs at max range without a setup, which allows enemies to sidestep and costs lane pressure. Correct bomb usage requires aiming at committed movement such as enemies last-hitting, walking through chokes, chasing allies, or being slowed by teammates. When the first bomb lands, the second must follow quickly to the same champion, nearby minion, or diving ally to secure the stun window. Double-bombing minions by accident clears wave but surrenders threat, letting divers walk forward for free. Minion bombs should be intentional, used when enemies must stand near the wave or when controlling a choke. Time Warp mistakes commonly involve casting it on yourself reflexively when feeling unsafe, which abandons allies who need help. The spell should be committed before fights to speed engage, save damage dealers, or slow incoming divers. Self-speed is correct only when it keeps Zilean alive to ult, not when it abandons an ally. Ultimate timing errors include casting after an ally is already dead or untargetable, which wastes the strongest defensive tool. Health bars must be watched before burst lands, with priority on allies about to be focused, especially those crowd controlled, marked by Snowball follow-up, or trapped in narrow fights. Ulting the tank by reflex because they drop low first often results in the main damage dealer dying next while the revived tank returns into an unwinnable fight. The correct target is the champion whose second life changes the fight, whether that is a fed carry, cleanup assassin, or ally holding key crowd control. Positioning mistakes involve standing too close to bomb targets, which exposes both Zilean and allies to area damage or divers. Casting from side angles at proper distance forces enemies to choose between dodging bombs and reaching Zilean. Forgetting to use bombs as peel when enemies dive past the frontline leaves the backline vulnerable while bombs land on harmless frontline targets. Defensive stuns on divers are often stronger than poke combos. Decision mistakes include playing every fight like a poke champion, which spends resources on chip damage while enemies save engage tools. Zilean should poke when nobody can start a fight but swap to control mode when enemies enter engage range. Saving ultimate for the perfect target until the fight is already lost wastes the ability entirely. Good early ults on key allies deny enemy burst and stop first kills from becoming full collapses. Speeding allies forward when the team cannot follow isolates them and turns the speed into a delivery tool for enemies. Ignoring Snowball pressure leaves teams vulnerable to sudden all-ins before bombs are positioned correctly. Taking damage-only augments when the team needs survival and tempo leaves carries exposed. Fighting in open ground instead of chokes makes double-bomb threats harder to land and gives mobile champions clean angles. Reviving allies into unwinnable positions without planning exits results in immediate second deaths. After frontline deaths, Zilean must shift into delay mode with safe wave clear and slows rather than staying too far back to threaten anything. Triage matters: saving doomed allies who have no escape wastes resources that should protect allies who can still carry.
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Zilean
Is Zilean a damage pick or a support pick in ARAM: Mayhem? Zilean is best played as a control support who can still punish clumped enemies with Time Bombs. If your team already has reliable damage, focus on speed, peel, and clean revives; if your team lacks threat, build enough ability power to make double-bomb stuns hurt. The tradeoff is that full damage Zilean has less room for mistakes when divers reach him. What is Zilean’s main job in a fight? Your main job is to decide who gets to play the fight at full speed and who gets denied by bombs. If an ally is about to engage or kite backward, speed them up before the key contact happens. If an enemy diver commits, double-bomb their landing zone and force them to either eat the stun or abandon the play. How should I use Time Bomb in Mayhem? Use Time Bomb to punish predictable movement, not just to poke randomly. If enemies are walking through a narrow lane, hiding behind minions, or chasing your carry, place the bomb where they must step next. The tradeoff is mana and tempo: missed bombs give the enemy a window to walk forward before your next setup.
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